My curiosity about the "pro marketeers."
Unlike a real economy this game simply creates Influence via the actions of its players. There's absolutely no way you can "reduce" the total amount of something that's infinitely renewable.
|
I'm not saying I agree or disagree that it's important or valuable to reduce the inf rate this way, but it's just not true that you can't reduce it.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
The people I don't quite understand are the "Crazy 88" types who like to earn countless billions for the express purpose of (as far as I can tell) bragging about how many of those billions they've burned through the Influence to Prestige conversion. Some of them even claim that they are on some kind of crusade to accumulate as much Influence as they can for the sole purpose of "removing" it from the general marketplace via their destructive efforts.
|
spent ~20B, so far) as a part of the group.
Simply put: We had a goal (to buy the #1 SG spot on Virtue as quickly as we could)
which I found personally amusing and intriguing.
At the time, I didn't have any min/max build plans in the works and I had enough
inf to play.
It is still one of the more amusing things I've done in-game and I still smile when
I think about the achievement. By the same token, I also smile when my maxed
out Brute takes down a Pylon in ~5 minutes solo -- Bill summed it up perfectly.
Some folks do believe that their efforts to remove game currency from circulation
helps reduce inflation, and Fulmens is their King. I've yet to see a single
piece of supporting evidence proving that it's effective, and given our best
estimates of inf currently in-game, I can't help but believe the actual result
is comparable to pulling a few pails of water out of one of the Great Lakes to lower
the water-level.
That said, I respect the fact that they think it helps and they enjoy that playstyle,
despite the fact that it had no practical bearing on my reasons for being an 88'er.
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
Its as close as this "game" gets to actually being a game. Probably the only part I still enjoy and it allows me to supply my better half's endless need for the best possible builds.
So
Enjoyable + Domestic Harmony = win-win
The first billion is always tough.
The second billion is slightly easier.
The hundreth billion is kinda like breathing. You aren't doing a hell of a lot, it just *happens*.
I take a couple minutes whenever I log on and when I log off to clear market slots and put stuff up. The money just rolls in.
I have a tank I started less than a week ago. It's just barely level 10 and already has over 20 million in Inf. No twinking.
I've got another tank over on Triumph that cashed in on common IO crafting for a bit then parlayed that into a couple billion crafting purples. That tank hasn't hit level 15 yet.
I appreciate people who destroy influence since there is no real control on inflation. If it weren't for folks like this, we'd be paying 2 billion for every recipe on the market... ok, not "every" recipe, but anything worth slotting. It makes my billions worth that much more.
|
You can reduce the amount currently in circulation.
And doing so is good for the game. Also amusing. |
That's not true. Inf is not "infinitely" renewable. It's renewable at some finite rate. The folks removing/destroying inf are reducing the net rate. At any given point in time, the current total of inf in the system is a function of the net rate at which it was added up until that time. Removing inf reduces that net rate, and so reduces the amount of inf at any given time.
I'm not saying I agree or disagree that it's important or valuable to reduce the inf rate this way, but it's just not true that you can't reduce it. |
Some folks do believe that their efforts to remove game currency from circulation helps reduce inflation, and Fulmens is their King. I've yet to see a single piece of supporting evidence proving that it's effective, and given our best estimates of inf currently in-game, I can't help but believe the actual result is comparable to pulling a few pails of water out of one of the Great Lakes to lower the water-level.
That said, I respect the fact that they think it helps and they enjoy that playstyle, despite the fact that it had no practical bearing on my reasons for being an 88'er. |
But unlike what Dogma, seebs and UberGuy claim I agree with you (FourSpeed) that I see absolutely no clear evidence that anything the "Influence destroyers" have ever done ever impacted the prices in the market one way or another. Obviously if the Devs (or someone like Arcanaville) can show me the evidence otherwise then I'll happily believe them.
Until then I will continue to suspect that the "Influence destroyers" have been engaging in a collective act of futility.
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
But unlike what Dogma, seebs and UberGuy claim I agree with you (FourSpeed) that I see absolutely no clear evidence that anything the "Influence destroyers" have ever done ever impacted the prices in the market one way or another. Obviously if the Devs (or someone like Arcanaville) can show me the evidence otherwise then I'll happily believe them.
Until then I will continue to suspect that the "Influence destroyers" have been engaging in a collective act of futility. |
You said, and I quote again:
Unlike a real economy this game simply creates Influence via the actions of its players. There's absolutely no way you can "reduce" the total amount of something that's infinitely renewable. |
I made no claims about whether or not it was fruitful. In fact, I disclaimed any agreement with the results of the effort. But what you said was still not correct.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I am not a marketeer. I once put a lot of money (well, for me) into a scheme, bit my fingernails for a week and broke a little more than even. I decided it wasn't for me.
That being said, I was very close with someone who once only farmed, for about 5 hours a day every day, and did so for 2 years. They said it relaxed them, and they ended up being the richest person I knew. They had 40 Purpled toons, and 20 of them were farmers with 5 sets of kinetic combat as well.
They told me that they loved having that much money because it meant power. They could choose out a random individual and make them happy by giving them money, they could hold huge CCs and pay people to kill others in arena; the list goes on.
A near infinite supply of what people want? I wouldn't mind having that.
I'm glad I met her though, because I gave her a new way to use her money. In the rock/paper/scissors game of PvP in CoH, I'd say it would take upwards of 20 fully purpled/PvP IOd toons (20 bill each) to be able to counter and kill everyone with at least 1 toon. That doesn't include 2v2 or other buffers or zone toons or gimmick toons etc.
In fact it would take about 800 billion (or 1 trillion) to make a full arsenal for PvP, which is probably why she only got a little more than halfway after stripping her PvE toons.
tl;dr Why? Because you can't have too much money, especially if you PvP
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
It's quite possible that the net effect is negligible, but it's obviously an effect.
As long as they don't put a real world dollar value on infamy and influence, I'm fine with nearly anything the Market does. But if I have to start including influence gains on my taxes? Uggh... Here comes the 1040-MMO form.
Running City of Heroes Panel - Dragon*Con 2012 MMORPG track
For me, some of it is helping new VIPs with a few token goodies to let them know what's out there. A stealth proc, a kismet accuracy, a kb proc, a little stack of inf to help them on their way.
But, a larger part of it is this is an MMO. I like to solo my story arcs, but for task forces and iTrials, these are with other people. I feel like if I'm going to team with someone else, I owe it to them to make my toon as well as I reasonable can.
Mind you, I'm not saying I'm going to stand by a pylon and see which attack chain is going to provide the most dps. But, I do think it's incumbent upon me as a team player to have as much defense for my toon, balanced with whatever my toon may be good at. For my blasters, I want most of them soft-capped, with no end issues and fast recharge. That doesn't mean that every player with a blaster should aim for that. The ability to make toons with the same powersets differently, and to play them differently is part of the charm of this game. But, for me, perf shifters, lotg 7.5% global recharges, miracle procs, etc - they are a part of what I, as a player owe to the team I play with. They aren't cheap. At least, they weren't, until those super-packs came out.
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
Every 88er does it for a different reason, or set of reasons. I don't like doing things that are too easy; I like stuff that either helps the "casual player" or doesn't actively hurt them.
That's why I kept a small buffer of midlevel salvage going for over a year. That's why I wrote a frankenslotting guide. That's why I started Midlevel Crisis and Teenage Wildlife.
That's why I decided to find good ways to destroy inf. Because everyone who farms a billion inf raises prices, in total, by ten billion inf. Everyone who destroys a billion inf lowers prices, in total, by ten billion inf.
Am I lowering prices by more than 1 part in 50,000? I don't know. But there's a good chance that I've directly destroyed more than 0.1% of the inf currently in the game, and counting indirect effects (competition between the Crazy 88s and the people we pass, contributions from base owners, contributions from generous marketeers) maybe I can take credit for 0.2% or more.
Pretty good for 0.002% of the game population.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I don't horde inf per se. Not in the way that some people on here do. I do try to keep 15 or 20 billion on hand at any one time though, so if I decide I want to build something expensive I don't have to spend time making money before I can do it.
|
If a pull out 2 or 3 billion for a project, I market back up to 20 billion so I don't have to wait so long to equip my 70 or so alts.
Things I have wasted money on (besides builds on toons):
1 Billion for a complete base and component salvage collection.
10 Billion or so building SG bases (I hate waiting for teleporters)
1 Billion to Fulmens for his help new base builder projects
2 or 3 Billion given away in game to people begging for inf or "just cuz" just as a pay back. People have sent me money from time to time because they like a toon's name or costume or just at random, so I like to even the scales.
It's quite possible that the net effect is negligible, but it's obviously an effect.
|
Am I lowering prices by more than 1 part in 50,000? I don't know. But there's a good chance that I've directly destroyed more than 0.1% of the inf currently in the game, and counting indirect effects (competition between the Crazy 88s and the people we pass, contributions from base owners, contributions from generous marketeers) maybe I can take credit for 0.2% or more.
Pretty good for 0.002% of the game population. |
What you are claiming I said is not what I said. Moreover, what you say here is not what you said when I responded to you.
I responded to that exact quote. (I quoted it in my earlier post, too.) That quote makes a false assertion. Actually, it makes two false assertions, both of which I already responded to. I made no claims about whether or not it was fruitful. In fact, I disclaimed any agreement with the results of the effort. But what you said was still not correct. |
I expect that if you were able to accurately track the grand overall total amount of Influence that exists in the entire game that you could probably see -some- kind of effect that could be attributed to those people who are (or who ever were) actively trying to destroy Influence. But even as subsequently admitted by people like seebs and Fulmens the overall NET EFFECT of those efforts are quite likely so insignificant as to be VIRTUALLY no effective reduction as far as the average player is concerned.
So while I'll concede there may be a reductive factor here I'll also stand by my general premise that for all intents and purposes there is NO noticeable reduction that qualitatively affects the way you or I play the game. Frankly I consider Fulmens' relatively conservative "0.2% [destroyed] or more" estimate to be (forgive the irony) inflated at best.
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
It's quite possible that the net effect is negligible, but it's obviously an effect.
|
is anything but obvious (if even detectable)
Originally Posted by Fulmens
That's why I decided to find good ways to destroy inf. Because everyone who farms a billion inf raises prices, in total, by ten billion inf. Everyone who destroys a billion inf lowers prices, in total, by ten billion inf.
|
They raise the amount of in-game cash by 1 Billion.
There is zero evidence to link that in a direct correspondence to prices at all,
and certainly not in a 10-1 ratio as you suggest (what is your basis for this?).
For instance, if they never spend that billion (ie. simply hoard it), it has zero
adverse pricing effect, and in fact, depending on how they were farming, any
goods they produced and sold on market, both increased supply, and removed
10% of their sold value in market fees - net positive effects.
I've mentioned in the past that I think inflation claims are largely over-blown
(for a number of reasons), so I won't re-hash that point, but I would say that
the only real inflationary pressure is for a pretty small subset of low supply items
in competitive demand.
As more inf gets into the system, competitive buyers can definitely push those
prices up, but it's certainly not "across-the-board", or pervasive. Further, merits,
H-V merits, and astrals have done more to counteract that pressure than all the
inf "burned" ever has.
Finally, if converters live up to speculative predictions, that inflationary pressure
would be lowered even further through that mechanic.
Don't get me wrong - I'd easily believe you have burned a measurable percentage
of the game's total currency (possibly more than 0.2% depending on what the actual
total is).
I'm also not knocking your efforts (or playstyle).
In fact, I'm highly supportive of them - not for inflationary effects, but rather for all
the players and S-VG's you've helped through your philanthropy - that effect is
far larger than changing the total currency in-game from 100% to 99.9% or even 99.8%.
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
Why do you rock the warshade?
Why do I solo AVs and spend time clawing up pylons? We do it because we do it. When it comes to inf, I'm about it much as you are. I don't play the market, I farm when the mood hits me, I make what I need to make and then go back to doing whatever else. When I heard that there are people sitting on not billions but hundreds of billions, I too found myself wondering why. But then I went and soloed some AVs and realized, "oh, they do it because it's fun for them to do it." |
This is definitely an awesome way of looking at it and something I never even considered. I guess I just see infamy as a means to an end, I enjoy making it because I like what I can spend it on. I can't personally see making it for the sake of making it- I know TopDoc has awesome reasons for making as much as he does, because he wants to deck out all of his characters, and he has tons of them. I was just confused by the idea of making it without having plans to use it on anything, but if people just enjoy doing it for the sake of doing it, that's totally cool with me. Awesome observation Bill.
I was, indeed, making the assumption that farmers are farming inf to spend it on the market and that everyone who sells items for inf in the market will, eventually, spend that inf in the market. I think it's a pretty solid approximation.
The 10-to-1 follows from that: if you introduce a billion into the market, you have to spend 10 billion to destroy it. Therefore a billion inf created means 10 billion of spending. If people spend 10 billion more inf on the same amount of goods, total prices have gone up by 10 billion.
To put it another way: If you add a billion to the game, almost the only way that billion will leave the game is by people spending 10 billion at the market.
Farming outside AE does generate "stuff" to go with the inf. I analyzed this based on some of TopDoc's numbers, back here and got a rough estimate of 1 "new inf" per 8 inf in the pocket of the farmer. Might be 1 in 3, might be 1 in 20.
Farming in AE generates inf almost exclusively, and at a MUCH higher rate (I don't remember where the discussion was, but it convinced me that numbers around 100M/hour are 'reasonable' .)
I am not attempting to destroy more inf than hero-merit conversions. I am not attempting to destroy more inf than astrals. I am not attempting to single-handedly lower prices by dramatic amounts. I'm just trying to do my part, maybe a little more. I may not have cancelled out even one AE farmer, but I'm pretty happy with what I've done.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
From my perspective, discouraging AE farming has actually hurt the market for the most casual folks more than anything. Rare salvage was considerably cheaper before AE got nerfed into oblivion, and now people with low funds are paying sometimes more than twice as much as they used to for rare salvage. I've also noticed an increased price in many of the rare/uncommon enhancements that are easy to get through AE like Reactive Armors. When these things are generated more often, it becomes easier for more casual players to buy them for their builds. Nerfing AE has hurt the 'common folk' quite a lot from my perspective, so I guess it makes sense that a bit after that happened the converters are coming out which will overall lower prices... They're probably not going to help at all with the uncommon/rare enhancements or rare salvage though, so overall I think the AE nerfs did more harm than good.
I was, indeed, making the assumption that farmers are farming inf to spend it on the market and that everyone who sells items for inf in the market will, eventually, spend that inf in the market. I think it's a pretty solid approximation.
The 10-to-1 follows from that: if you introduce a billion into the market, you have to spend 10 billion to destroy it. Therefore a billion inf created means 10 billion of spending. If people spend 10 billion more inf on the same amount of goods, total prices have gone up by 10 billion. To put it another way: If you add a billion to the game, almost the only way that billion will leave the game is by people spending 10 billion at the market. Farming outside AE does generate "stuff" to go with the inf. I analyzed this based on some of TopDoc's numbers, back here and got a rough estimate of 1 "new inf" per 8 inf in the pocket of the farmer. Might be 1 in 3, might be 1 in 20. Farming in AE generates inf almost exclusively, and at a MUCH higher rate (I don't remember where the discussion was, but it convinced me that numbers around 100M/hour are 'reasonable' .) I am not attempting to destroy more inf than hero-merit conversions. I am not attempting to destroy more inf than astrals. I am not attempting to single-handedly lower prices by dramatic amounts. I'm just trying to do my part, maybe a little more. I may not have cancelled out even one AE farmer, but I'm pretty happy with what I've done. |
Here's our disconnect:
Originally Posted by Fulmens
The 10-to-1 follows from that: if you introduce a billion into the market, you have to spend 10 billion to destroy it. Therefore a billion inf created means 10 billion of spending.
|
If you wish to remove 1 Billion inf from the game, you need to spend 10 Billion
in the Market to remove that 1B (by way of fees).
Originally Posted by Fulmens
Because everyone who farms a billion inf raises prices, in total, by ten billion inf. Everyone who destroys a billion inf lowers prices, in total, by ten billion inf.
... If people spend 10 billion more inf on the same amount of goods, total prices have gone up by 10 billion. |
The faux-link you are drawing is this: "Any influence NOT removed from the game
directly affects (raises) prices".
That is clearly not the case and simple observation can prove it.
The ONLY influence that even *can* affect price is influence spent at Market,
and even a brief examination of market transactions over time will show, by and
large, that the bulk of those transactions have not done so.
Presumably, that 10 Billion spent, spread out across the finite number of market
niches (a few hundred? a thousand?) should create a very measurable and observable
effect on the prices.
After all, there is a finite number of items being sold (~100,000? 1/2 million?),
and your 10 Billion "effect" is from *one* guy.
Surely, there's more than one farmer in-game producing a billion or more in new inf
on a recurring basis. Otoh, we directly know most of the people who are actively
destroying inf.
I should think then, that far more new inf is coming in than we are able to destroy -
despite the best efforts of 88'rs.
So, where are these price increases?
We know in-game inf has increased dramatically in the past couple years, and
yet we also know that many market items have stayed (relatively) stable in
price over that same timeframe. Sure, some things have gone up, but some
things have also gone down (look at respec recipes as one example).
Therefore, it is observationally evident that in-game influence does not *directly*
affect Price.
In the second statement, your 10-1 factor is not chasing "the same items".
Each farmer has also increased supply proportionate to their efforts so supply
is rising as inf spent is rising (it remains to be seen what the rise rates for each is).
In short, the link you're trying to forge between in-game inf and pricing is not real.
Excessive inf in-game has no direct bearing on price unless, and until it is spent
in-market.
The observable fact that prices are not fundamentally different than they were
previously is strong evidence suggesting that the excess inf is not getting to the
market, or that the ratio of mkt$ spend / items sold has remained relatively constant
over that same timeframe (so far).
@THB: While I'd agree that the CEBR did affect rare salvage pricing, that's not
the only factor - folks buying purples (which use a lot of rare salvage) in anticipation
of converters are also having a large effect on those prices right now.
In any case, those are pretty clear "game-change" effects, and not inflationary,
and your "casual gamer" issue carries no weight at all with regard to pricing.
"Think of the poor casual gamer!!!". We have - we wrote guides to help them
get richer than they ever imagined.
It does further stress the point though that we can actually *see* those effects
caused by game changes - but seeing "inflation" is much more difficult to pin down (imho).
Regards,
4
PS> You might note that I actually responded in the thread you linked
and I think Smurphy's point was the most pertinent wrt "inflationary" effects.
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
There have been multiple events in which increased money supply was clearly correlated in time with price increases. The first was the Mastermind exploit where they were farming low-level AVs with pets which did not exemplar correctly. This produced a significant price spike on the Black Market. (This was before the market merger.) [Edit: This allowed you to inf cap your Mastermind in a matter of hours. This says to me that the inf creation rate boost was of a scale to likely be able to be globally significant to the total inf put through the market.]
The next was the AE itself. Yes, initially, the AE created a flood of both Inf and goods, because you got Inf and Tickets, and Tickets were used to produce goods. Prices of Purples, which could not be produced* in the AE skyrocketed, and everything else plummeted, because supply went through the roof. This one is not so clear, because what may have happened was that money normally spent on other goods was able to be redirected to purples.
However, this is not borne out by what followed. As waves of changes limited the number of tickets that it was easy to produce in the AE, even though extremely effective farms were still available, money production started to outpace goods production. I cannot prove this, but my experience, both in game and based on forum posts, indicate that most ticket farming was actually a side effect of PLing. People would hit the ticket cap but stay in the mission for XP. This distorted the ratio of goods produced to inf. Valuable but non-purple prices spiked. LotGs became able to be sold for 250-300M Inf on the Black Market - a situation that only subsided fully after the AE farms were clamped down much more thoroughly, the markets merged and Alignment Merits appeared.
I do not think we the players have any way to know what affect inflation is having on prices, but events like those say to me that money in circulation does affect prices.
* There was a bug for a while where Pool A (Bronze) rolls actually were able to produce purples. This was did not persist for very long, and it seems very few people knew about it.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
FourSpeed: I'm going to go after one of your assumptions here.
"The observable fact that prices are not fundamentally different than they were " is not observable to me, because "a brief examination of market transactions over time" is not something I can do. I don't have a broad range of market prices for 2009, 2010, and 2011. I don't have a stockticker that goes back four years.
I _do_ have a fair variety of anecdotes, many of which show prices going up and many of which show prices going down. The plural of anecdote is not data, and many of the changes can be attributed to changes in the game. We can discuss the Rise and Fall of the Steadfast -KB; we can discuss the crash of the Luck Charm; but those are stories I can tell without any reference to "prices have gone up" or "prices have gone down."
So what do I have? I can go through a "110 million inf build" for a Blaster I did in around early 2008 and see what it would cost now. I have some notes from 7/2009 on my original inf massacre. I could look at a "40 million inf" build that I did for a Force Field defender in maybe 2008- it was before BoTZ existed- and price it out today. I don't seem to have anything really recent, though.
Would those convince you?
Here's a couple things I pulled out of the original inf massacre( 7/2009):
* I was selling LoTGs, crafted, for 80 million, and respecs for 70-90 million.
* I bought a Hecatomb for 150 million, and sold it for 250 million.
* I sold a gaussian end/red for 40 million. They've bounced around a lot, down to 20 recently, but are "usually" around 60 million.
Respecs have recently sold for 150 million inf- and are available in a couple more ways- and while I'm out of the loTG market they have been up around 100 before the super packs, haven't they? And that's something you can make in four days. Hecatombs, before the announcement of converters, were around 400-600 million inf- and those basically only came from one place. So there's some points on the high end.
On the low end, and this is anecdotal, it seems like people "round up" to 5 or 10 million inf an awful lot, on crafted IO's, these days, and will drop a million on a generic IO or 500K on a spell ink without blinking. Maybe they always did, but some people thought it was worth it to supply that market back then. Now they can't be bothered picking up pennies from the gutter.
Hell, people will spend 10 or 20 million inf on an Ultimate Inspiration. I don't think people would have thrown that kind of money around quite so fast, say, in early 2010.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Hmmm... if an effect is, in fact, "negligible", then it also logically follows that it
is anything but obvious (if even detectable) |
Whether or not you can detect it hardly matters; we know that it must be there as long as numbers continue to add and subtract the way they have in the past.
And I'd point out: I'm not saying that it is negligible, merely that it's possible that it's negligible. I do not actually know what the scale of the effect ends up being in practice. Given the number of people I encounter who consider 100M inf a lot of money, it seems that there are certainly a lot of people who don't have billions.
One thing to consider:
The right comparison for the effect of burning, say, 100B inf, is not "what prices were like before", but "what prices would have been like with that inf still in circulation".
Prices are certainly higher than they were when I started; what we don't have direct information on is what they'd have been without large-scale destruction of inf. But simple math says that the amount of money available for things to cost is lower than it would be if there were more of it.
When I have a character approaching the level where I will IO them (usually level 35 initially, again at 50 if I REALLY like the character), I have the funds sitting there and start setting up lowball bids weeks in advance. When I'm ready to IO, all the expensive stuff is sitting in storage waiting.
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